No.083 / 280Action & reflex · Defense & waves

Turret Target Priority

Towers fire on their own, but you decide who they shoot first.

Prototype complexity
Who plays
Solo decisions
Design focus
Information · Planning · Optimization
Bloons TD 6No.083Bloons TD 6

01The core loop

Action → feedback → next choice
  1. 01Read the enemy mix
  2. 02Set each tower's priority
  3. 03Watch damage distribution
  4. 04Adjust based on leaks

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    A wave has 20 small enemies (10 HP) and one big one (300 HP); two towers each deal 30 per second, both set to First.

  2. T2

    Turn 2 · The player chooses

    The player switches one tower to Strong.

  3. T3

    Turn 3 · The feedback

    One tower kills the big enemy in 10 s; the other clears the swarm but leaks 3.

  4. T4

    Turn 4 · The next decision

    The next swarm is larger, so they give the swarm-clearing tower a splash upgrade.

How it plays

Each tower can be set to target the first, last, closest or strongest enemy. The rule decides where damage goes, and the same firepower can hold or leak a wave depending on it. Targeting lines, enemy health bars and leak alerts guide adjustments.

What the player weighs

  • Focus the strongest, or clear whoever is closest to the exit.
  • Split towers across targets, or unify rules to avoid gaps.

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Bloons TD 6
B

Bloons TD 6

P1

Most monkey towers toggle between First, Last, Close and Strong, and some have extra special targeting modes.

GemCraft - Chasing Shadows
G

GemCraft - Chasing Shadows

P2

As I recall each tower can be given a target priority, and combined with gem effects like slow or poison, players split control and damage across towers.

The difference worth noticing

Bloons TD 6 offers a few readable options; GemCraft combines priority with gem effects into a deeper configuration system.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Turret Target PriorityDefense & waves+

Let players wire sensors and logic to towers, such as ‘target closest when flyers are present, otherwise strongest’.

Prototype this combo in Yoroll

→Follow the next idea

Crafting & automation

Item-Filtered Transport

A mixed item stream needs filter rules to send each thing to the right place.

Prototype complexity
Who plays
Solo decisions
  1. 01Spot a mixed stream
  2. 02Set filter rules
  3. 03Items sort into routes
  4. 04Handle overflow and strays
Factorio · Satisfactory
Defense & waves

Keeping Turrets Supplied

A turret without ammo is a statue; the supply line is the defense's lifeline.

Prototype complexity
Who plays
Solo decisions
  1. 01Build turrets
  2. 02Produce ammunition
  3. 03Lay supply lines
  4. 04Monitor stock and bottlenecks
Factorio · Mindustry
Defense & waves

Mazing the Enemy Path

Block paths into a maze; the longer enemies walk, the more damage they take.

Prototype complexity
Who plays
Solo decisions
  1. 01Predict enemy pathing
  2. 02Place blocking structures
  3. 03Watch the path change
  4. 04Line the route with firepower
Defense Grid: The Awakening · Sanctum 2
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